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*Dungeons & Dragons
What is your way for doing Initiative?
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<blockquote data-quote="Mouseferatu" data-source="post: 7554254" data-attributes="member: 1288"><p>I use my own system.</p><p></p><p>First, let me explain what I wanted:</p><p></p><ul> <li data-xf-list-type="ul">Order to change round to round</li> <li data-xf-list-type="ul">A sense of the chaos of battle</li> <li data-xf-list-type="ul">Something really fast</li> </ul><p></p><p>What we do is this:</p><p></p><p>First round, everyone rolls initiative as per the normal rules, but only the highest roll matters. That person (or monster) "anchors" the initiative. They go first every round.</p><p></p><p>Everyone else is <em>completely</em> random, rolled by me, behind the screen. No modifiers, no Dex, nothing.</p><p></p><p>So, for instance, if I have six combatants (enemies of the same type are grouped as one)...</p><p></p><p>Start of combat: Everyone rolls initiative, the rogue wins. She goes first. Everyone else is on a list alphabetically.</p><p></p><p>As the rogue's turn ends, I roll a d6 (rerolling sixes, since there are only five "slots" besides the rogue). If I get a 4, the fourth person on the list goes.</p><p></p><p>I'll switch to a d4 (since there are now only four combatants who haven't gone), roll again toward the end of the next person's turn, and so forth. Nobody can go again until we're back to the top of the round; that is, nobody gets an "extra" turn.</p><p></p><p>Since I'm doing it all and there are no modifiers, it's not really any slower than not rolling. Nobody but the "anchor" goes at the same time every round, so it's unpredictable, people have to pay attention, and it feels more chaotic.</p><p></p><p>Yes, it makes Dex mod a tad less valuable, since the only person it actually helps initiative is whoever rolled highest, but let's face it, Dex can stand to be a tad less valuable. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Mouseferatu, post: 7554254, member: 1288"] I use my own system. First, let me explain what I wanted: [LIST] [*]Order to change round to round [*]A sense of the chaos of battle [*]Something really fast [/LIST] What we do is this: First round, everyone rolls initiative as per the normal rules, but only the highest roll matters. That person (or monster) "anchors" the initiative. They go first every round. Everyone else is [I]completely[/I] random, rolled by me, behind the screen. No modifiers, no Dex, nothing. So, for instance, if I have six combatants (enemies of the same type are grouped as one)... Start of combat: Everyone rolls initiative, the rogue wins. She goes first. Everyone else is on a list alphabetically. As the rogue's turn ends, I roll a d6 (rerolling sixes, since there are only five "slots" besides the rogue). If I get a 4, the fourth person on the list goes. I'll switch to a d4 (since there are now only four combatants who haven't gone), roll again toward the end of the next person's turn, and so forth. Nobody can go again until we're back to the top of the round; that is, nobody gets an "extra" turn. Since I'm doing it all and there are no modifiers, it's not really any slower than not rolling. Nobody but the "anchor" goes at the same time every round, so it's unpredictable, people have to pay attention, and it feels more chaotic. Yes, it makes Dex mod a tad less valuable, since the only person it actually helps initiative is whoever rolled highest, but let's face it, Dex can stand to be a tad less valuable. ;) [/QUOTE]
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What is your way for doing Initiative?
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